在虚幻引擎编辑器中编写Warning弹窗
准备工作
FMessageDialog These functions open a message dialog and display the specified informations there.
EAppReturnType::Type
是 Unreal Engine 中用于表示应用程序对话框(如消息对话框)返回结果的枚举类型。具体来说,当你使用 FMessageDialog::Open
或类似函数显示一个对话框时,用户的选择(例如点击"确定"、"取消"、"是"、"否"等按钮)会以 EAppReturnType::Type
的形式返回。这使得开发者能够根据用户的选择执行相应的逻辑。
EAppReturnType
是一个枚举类,其定义可能类似于以下内容:
cpp
namespace EAppReturnType
{
enum Type
{
No,
Yes,
YesAll,
NoAll,
Cancel,
Ok,
Retry,
Continue
};
}
示例代码1
cpp
if (NumOfDuplicates<=0) {
//Print(TEXT("Pls enter a valid number"), FColor::Red);
FText MsgTitle = FText::FromString(TEXT("Warning"));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(TEXT("Please enter a valid number")), &MsgTitle);
return;
}
插件效果1
插件效果2
------------------------------编辑器右下角slate notification的效果------------------------------------
A list of non-intrusive messages about the status of currently active work.
non-intrusive messages:
非侵入性的消息,意味着这些消息不会干扰用户的操作或体验,通常是轻量级的提示或通知。
准备工作:需要的header file
A class which manages a group of notification windows
A list of non-intrusive messages about the status of currently active work.
示例代码2
cpp
#pragma once
#include "Misc/MessageDialog.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Framework/Notifications/NotificationManager.h"
void Print(const FString& Message, const FColor& Color)
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 8.f, Color, Message);
}
}
void PrintLog(const FString& Message)
{
UE_LOG(LogTemp, Warning, TEXT("%s"),*Message);
}
EAppReturnType::Type ShowMsgDialog(EAppMsgType::Type MsgType, const FString& Message,
bool bShowMsgAsWarning = true)
{
if (bShowMsgAsWarning == true)
{
FText MsgTitle = FText::FromString(TEXT("Warning"));
return FMessageDialog::Open(MsgType, FText::FromString(Message), &MsgTitle);
//return FMessageDialog::Open(MsgType, FText::FromString(TEXT("Warning: ") + Message));
}
else
{
return FMessageDialog::Open(MsgType, FText::FromString(Message));
}
}
void ShowNotifyInfo(const FString& Message)
{
FNotificationInfo NotifyInfo(FText::FromString(Message));
NotifyInfo.bUseLargeFont = true;
NotifyInfo.FadeOutDuration = 7.f;
FSlateNotificationManager::Get().AddNotification(NotifyInfo);
}
cpp
if (Counter > 0)
{
ShowNotifyInfo(TEXT("Successfully duplicated" + FString::FromInt(Counter) + "files"));
//Print(TEXT("Successfully duplicated" + FString::FromInt(Counter) + "files"), FColor::Green);
}